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Diffstat (limited to 'source/blender/editors/screen/glutil.c')
-rw-r--r--source/blender/editors/screen/glutil.c737
1 files changed, 270 insertions, 467 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 14d877a8d69..a9e1738a1a3 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -50,79 +50,10 @@
#include "GPU_basic_shader.h"
#include "GPU_immediate.h"
+#include "GPU_matrix.h"
#include "UI_interface.h"
-/* DEPRECATED: use imm_draw_line instead */
-void fdrawline(float x1, float y1, float x2, float y2)
-{
- glBegin(GL_LINES);
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
- glEnd();
-}
-
-void fdrawbox(float x1, float y1, float x2, float y2)
-{
- /* DEPRECATED: use imm_draw_line_box instead */
- glBegin(GL_LINE_LOOP);
-
- glVertex2f(x1, y1);
- glVertex2f(x1, y2);
- glVertex2f(x2, y2);
- glVertex2f(x2, y1);
-
- glEnd();
-}
-
-void fdrawbox_filled(float x1, float y1, float x2, float y2)
-{
- glBegin(GL_POLYGON);
-
- glVertex2f(x1, y1);
- glVertex2f(x1, y2);
- glVertex2f(x2, y2);
- glVertex2f(x2, y1);
-
- glEnd();
-}
-
-void fdrawcheckerboard(float x1, float y1, float x2, float y2) /* DEPRECATED */
-{
- unsigned char col1[4] = {40, 40, 40}, col2[4] = {50, 50, 50};
-
- glColor3ubv(col1);
- glRectf(x1, y1, x2, y2);
- glColor3ubv(col2);
-
- GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
- GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_CHECKER_8PX);
- glRectf(x1, y1, x2, y2);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
-}
-
-void sdrawline(int x1, int y1, int x2, int y2) /* DEPRECATED */
-{
- glBegin(GL_LINES);
- glVertex2i(x1, y1);
- glVertex2i(x2, y2);
- glEnd();
-}
-
-void sdrawbox(int x1, int y1, int x2, int y2)
-{
- /* DEPRECATED: use imm_draw_line_box instead */
- glBegin(GL_LINE_LOOP);
-
- glVertex2i(x1, y1);
- glVertex2i(x1, y2);
- glVertex2i(x2, y2);
- glVertex2i(x2, y1);
-
- glEnd();
-}
-
-
/* ******************************************** */
void setlinestyle(int nr)
@@ -151,45 +82,12 @@ void set_inverted_drawing(int enable)
GL_TOGGLE(GL_DITHER, !enable);
}
-
-void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments)
-{
- /* DEPRECATED */
- int i;
-
- glBegin(GL_TRIANGLE_FAN);
- glVertex2f(0.0, 0.0);
- for (i = 0; i < nsegments; i++) {
- float t = (float) i / (nsegments - 1);
- float cur = start + t * angle;
-
- glVertex2f(cosf(cur) * radius, sinf(cur) * radius);
- }
- glEnd();
-}
-
-void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments)
-{
- /* DEPRECATED */
- int i;
-
- glBegin(GL_LINE_STRIP);
- for (i = 0; i < nsegments; i++) {
- float t = (float) i / (nsegments - 1);
- float cur = start + t * angle;
-
- glVertex2f(cosf(cur) * radius, sinf(cur) * radius);
- }
- glEnd();
-}
-
static void imm_draw_circle(PrimitiveType prim_type, unsigned pos, float x, float y, float rad, int nsegments)
{
immBegin(prim_type, nsegments);
for (int i = 0; i < nsegments; ++i) {
float angle = 2 * M_PI * ((float)i / (float)nsegments);
- immVertex2f(pos, x + rad * cosf(angle),
- y + rad * sinf(angle));
+ immVertex2f(pos, x + rad * cosf(angle), y + rad * sinf(angle));
}
immEnd();
}
@@ -204,6 +102,28 @@ void imm_draw_filled_circle(unsigned pos, float x, float y, float rad, int nsegm
imm_draw_circle(PRIM_TRIANGLE_FAN, pos, x, y, rad, nsegments);
}
+/**
+ * \note We could have `imm_draw_lined_disk_partial` but currently there is no need.
+ */
+static void imm_draw_disk_partial(
+ PrimitiveType prim_type, unsigned pos, float x, float y,
+ float rad_inner, float rad_outer, int nsegments, float start, float sweep)
+{
+ /* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
+ const float angle_start = -(DEG2RADF(start)) + (M_PI / 2);
+ const float angle_end = -(DEG2RADF(sweep) - angle_start);
+ nsegments += 1;
+ immBegin(prim_type, nsegments * 2);
+ for (int i = 0; i < nsegments; ++i) {
+ const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
+ const float angle_sin = sinf(angle);
+ const float angle_cos = cosf(angle);
+ immVertex2f(pos, x + rad_inner * angle_cos, y + rad_inner * angle_sin);
+ immVertex2f(pos, x + rad_outer * angle_cos, y + rad_outer * angle_sin);
+ }
+ immEnd();
+}
+
static void imm_draw_circle_3D(GLenum prim_type, unsigned pos, float x, float y, float rad, int nsegments)
{
immBegin(prim_type, nsegments);
@@ -254,14 +174,6 @@ void imm_draw_line_box(unsigned pos, float x1, float y1, float x2, float y2)
immEnd();
}
-void imm_draw_line(unsigned pos, float x1, float y1, float x2, float y2)
-{
- immBegin(PRIM_LINES, 2);
- immVertex2f(pos, x1, y1);
- immVertex2f(pos, x2, y2);
- immEnd();
-}
-
void imm_draw_line_box_3D(unsigned pos, float x1, float y1, float x2, float y2)
{
/* use this version when VertexFormat has a vec3 position */
@@ -273,11 +185,151 @@ void imm_draw_line_box_3D(unsigned pos, float x1, float y1, float x2, float y2)
immEnd();
}
+void imm_draw_checker_box(float x1, float y1, float x2, float y2)
+{
+ unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
+
+ immUniform4f("color1", 0.15f, 0.15f, 0.15f, 1.0f);
+ immUniform4f("color2", 0.2f, 0.2f, 0.2f, 1.0f);
+ immUniform1i("size", 8);
+
+ immRectf(pos, x1, y1, x2, y2);
+
+ immUnbindProgram();
+}
+
void imm_cpack(unsigned int x)
{
- immUniformColor3ub(((x)& 0xFF),
- (((x) >> 8) & 0xFF),
- (((x) >> 16) & 0xFF));
+ immUniformColor3ub(((x) & 0xFF),
+ (((x) >> 8) & 0xFF),
+ (((x) >> 16) & 0xFF));
+}
+
+void imm_cylinder_nor(unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks)
+{
+ immBegin(GL_TRIANGLES, 6 * slices * stacks);
+ for (int i = 0; i < slices; ++i) {
+ const float angle1 = 2 * M_PI * ((float)i / (float)slices);
+ const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices);
+ const float cos1 = cosf(angle1);
+ const float sin1 = sinf(angle1);
+ const float cos2 = cosf(angle2);
+ const float sin2 = sinf(angle2);
+
+ for (int j = 0; j < stacks; ++j) {
+ float fac1 = (float)j / (float)stacks;
+ float fac2 = (float)(j + 1) / (float)stacks;
+ float r1 = base * (1.f - fac1) + top * fac1;
+ float r2 = base * (1.f - fac2) + top * fac2;
+ float h1 = height * ((float)j / (float)stacks);
+ float h2 = height * ((float)(j + 1) / (float)stacks);
+
+ float v1[3] = {r1 *cos2, r1 * sin2, h1};
+ float v2[3] = {r2 *cos2, r2 * sin2, h2};
+ float v3[3] = {r2 *cos1, r2 * sin1, h2};
+ float v4[3] = {r1 *cos1, r1 * sin1, h1};
+ float n1[3], n2[3];
+
+ /* calc normals */
+ sub_v3_v3v3(n1, v2, v1);
+ normalize_v3(n1);
+ n1[0] = cos1; n1[1] = sin1; n1[2] = 1 - n1[2];
+
+ sub_v3_v3v3(n2, v3, v4);
+ normalize_v3(n2);
+ n2[0] = cos2; n2[1] = sin2; n2[2] = 1 - n2[2];
+
+ /* first tri */
+ immAttrib3fv(nor, n2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immAttrib3fv(nor, n1);
+ immVertex3fv(pos, v3);
+
+ /* second tri */
+ immVertex3fv(pos, v3);
+ immVertex3fv(pos, v4);
+ immAttrib3fv(nor, n2);
+ immVertex3fv(pos, v1);
+ }
+ }
+ immEnd();
+}
+
+void imm_cylinder_wire(unsigned int pos, float base, float top, float height, int slices, int stacks)
+{
+ immBegin(GL_LINES, 6 * slices * stacks);
+ for (int i = 0; i < slices; ++i) {
+ const float angle1 = 2 * M_PI * ((float)i / (float)slices);
+ const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices);
+ const float cos1 = cosf(angle1);
+ const float sin1 = sinf(angle1);
+ const float cos2 = cosf(angle2);
+ const float sin2 = sinf(angle2);
+
+ for (int j = 0; j < stacks; ++j) {
+ float fac1 = (float)j / (float)stacks;
+ float fac2 = (float)(j + 1) / (float)stacks;
+ float r1 = base * (1.f - fac1) + top * fac1;
+ float r2 = base * (1.f - fac2) + top * fac2;
+ float h1 = height * ((float)j / (float)stacks);
+ float h2 = height * ((float)(j + 1) / (float)stacks);
+
+ float v1[3] = {r1 * cos2, r1 * sin2, h1};
+ float v2[3] = {r2 * cos2, r2 * sin2, h2};
+ float v3[3] = {r2 * cos1, r2 * sin1, h2};
+ float v4[3] = {r1 * cos1, r1 * sin1, h1};
+
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+
+ immVertex3fv(pos, v2);
+ immVertex3fv(pos, v3);
+
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v4);
+ }
+ }
+ immEnd();
+}
+
+void imm_cylinder(unsigned int pos, float base, float top, float height, int slices, int stacks)
+{
+ immBegin(GL_TRIANGLES, 6 * slices * stacks);
+ for (int i = 0; i < slices; ++i) {
+ const float angle1 = 2 * M_PI * ((float)i / (float)slices);
+ const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices);
+ const float cos1 = cosf(angle1);
+ const float sin1 = sinf(angle1);
+ const float cos2 = cosf(angle2);
+ const float sin2 = sinf(angle2);
+
+ for (int j = 0; j < stacks; ++j) {
+ float fac1 = (float)j / (float)stacks;
+ float fac2 = (float)(j + 1) / (float)stacks;
+ float r1 = base * (1.f - fac1) + top * fac1;
+ float r2 = base * (1.f - fac2) + top * fac2;
+ float h1 = height * ((float)j / (float)stacks);
+ float h2 = height * ((float)(j + 1) / (float)stacks);
+
+ float v1[3] = {r1 * cos2, r1 * sin2, h1};
+ float v2[3] = {r2 * cos2, r2 * sin2, h2};
+ float v3[3] = {r2 * cos1, r2 * sin1, h2};
+ float v4[3] = {r1 * cos1, r1 * sin1, h1};
+
+ /* first tri */
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immVertex3fv(pos, v3);
+
+ /* second tri */
+ immVertex3fv(pos, v3);
+ immVertex3fv(pos, v4);
+ immVertex3fv(pos, v1);
+ }
+ }
+ immEnd();
}
float glaGetOneFloat(int param)
@@ -335,274 +387,34 @@ static int get_cached_work_texture(int *r_w, int *r_h)
return texid;
}
-/* DEPRECATED: use immDrawPixelsTexScaled_clipping instead */
-void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
- int format, int type, int zoomfilter, void *rect,
- float scaleX, float scaleY,
- float clip_min_x, float clip_min_y,
- float clip_max_x, float clip_max_y)
+/* To be used before calling immDrawPixelsTex
+ * Default shader is GPU_SHADER_2D_IMAGE_COLOR
+ * You can still set uniforms with :
+ * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);
+ * */
+GPUShader *immDrawPixelsTexSetup(int builtin)
{
- unsigned char *uc_rect = (unsigned char *) rect;
- const float *f_rect = (float *)rect;
- float xzoom = glaGetOneFloat(GL_ZOOM_X), yzoom = glaGetOneFloat(GL_ZOOM_Y);
- int subpart_x, subpart_y, tex_w, tex_h;
- int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y;
- int texid = get_cached_work_texture(&tex_w, &tex_h);
- int components;
- const bool use_clipping = ((clip_min_x < clip_max_x) && (clip_min_y < clip_max_y));
-
- /* Specify the color outside this function, and tex will modulate it.
- * This is useful for changing alpha without using glPixelTransferf()
- */
- glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
- glBindTexture(GL_TEXTURE_2D, texid);
-
- /* don't want nasty border artifacts */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, zoomfilter);
-
- /* setup seamless 2=on, 0=off */
- seamless = ((tex_w < img_w || tex_h < img_h) && tex_w > 2 && tex_h > 2) ? 2 : 0;
-
- offset_x = tex_w - seamless;
- offset_y = tex_h - seamless;
-
- nsubparts_x = (img_w + (offset_x - 1)) / (offset_x);
- nsubparts_y = (img_h + (offset_y - 1)) / (offset_y);
+ GPUShader *shader = GPU_shader_get_builtin_shader(builtin);
+ /* Shader will be unbind by immUnbindProgram in immDrawPixelsTexScaled_clipping */
+ GPU_shader_bind(shader);
+ GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "image"), 0);
- if (format == GL_RGBA)
- components = 4;
- else if (format == GL_RGB)
- components = 3;
- else if (ELEM(format, GL_LUMINANCE, GL_ALPHA))
- components = 1;
- else {
- BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled");
- return;
- }
-
- if (type == GL_FLOAT) {
- /* need to set internal format to higher range float */
-
- /* NOTE: this could fail on some drivers, like mesa,
- * but currently this code is only used by color
- * management stuff which already checks on whether
- * it's possible to use GL_RGBA16F_ARB
- */
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, tex_w, tex_h, 0, format, GL_FLOAT, NULL);
- }
- else {
- /* switch to 8bit RGBA for byte buffer */
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL);
- }
-
- for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) {
- for (subpart_x = 0; subpart_x < nsubparts_x; subpart_x++) {
- int remainder_x = img_w - subpart_x * offset_x;
- int remainder_y = img_h - subpart_y * offset_y;
- int subpart_w = (remainder_x < tex_w) ? remainder_x : tex_w;
- int subpart_h = (remainder_y < tex_h) ? remainder_y : tex_h;
- int offset_left = (seamless && subpart_x != 0) ? 1 : 0;
- int offset_bot = (seamless && subpart_y != 0) ? 1 : 0;
- int offset_right = (seamless && remainder_x > tex_w) ? 1 : 0;
- int offset_top = (seamless && remainder_y > tex_h) ? 1 : 0;
- float rast_x = x + subpart_x * offset_x * xzoom;
- float rast_y = y + subpart_y * offset_y * yzoom;
- /* check if we already got these because we always get 2 more when doing seamless */
- if (subpart_w <= seamless || subpart_h <= seamless)
- continue;
-
- if (use_clipping) {
- if (rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX < clip_min_x ||
- rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY < clip_min_y)
- {
- continue;
- }
- if (rast_x + (float)offset_left * xzoom > clip_max_x ||
- rast_y + (float)offset_bot * yzoom > clip_max_y)
- {
- continue;
- }
- }
-
- if (type == GL_FLOAT) {
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
-
- /* add an extra border of pixels so linear looks ok at edges of full image */
- if (subpart_w < tex_w)
- glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
- if (subpart_h < tex_h)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
- if (subpart_w < tex_w && subpart_h < tex_h)
- glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
- }
- else {
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
-
- if (subpart_w < tex_w)
- glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
- if (subpart_h < tex_h)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
- if (subpart_w < tex_w && subpart_h < tex_h)
- glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
- }
-
- GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
- glBegin(GL_QUADS);
- glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h);
- glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom);
-
- glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h);
- glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom);
-
- glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h);
- glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
-
- glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h);
- glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
- glEnd();
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- }
- }
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-}
-
-/* DEPRECATED: use immDrawPixelsTexScaled instead */
-void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h,
- int format, int type, int zoomfilter, void *rect,
- float scaleX, float scaleY)
-{
- glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
- scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f);
-}
-
-/* DEPRECATED: use immDrawPixelsTex instead */
-void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect)
-{
- glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
- 0.0f, 0.0f, 0.0f, 0.0f);
-}
-
-/* DEPRECATED: use immDrawPixelsTex_clipping instead */
-void glaDrawPixelsTex_clipping(float x, float y, int img_w, int img_h,
- int format, int type, int zoomfilter, void *rect,
- float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y)
-{
- glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
- clip_min_x, clip_min_y, clip_max_x, clip_max_y);
+ return shader;
}
-void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect)
-{
- float xzoom = glaGetOneFloat(GL_ZOOM_X);
- float yzoom = glaGetOneFloat(GL_ZOOM_Y);
-
- /* The pixel space coordinate of the intersection of
- * the [zoomed] image with the origin.
- */
- float ix = -x / xzoom;
- float iy = -y / yzoom;
-
- /* The maximum pixel amounts the image can be cropped
- * at the lower left without exceeding the origin.
- */
- int off_x = floor(max_ff(ix, 0.0f));
- int off_y = floor(max_ff(iy, 0.0f));
-
- /* The zoomed space coordinate of the raster position
- * (starting at the lower left most unclipped pixel).
- */
- float rast_x = x + off_x * xzoom;
- float rast_y = y + off_y * yzoom;
-
- GLfloat scissor[4];
- int draw_w, draw_h;
-
- /* Determine the smallest number of pixels we need to draw
- * before the image would go off the upper right corner.
- *
- * It may seem this is just an optimization but some graphics
- * cards (ATI) freak out if there is a large zoom factor and
- * a large number of pixels off the screen (probably at some
- * level the number of image pixels to draw is getting multiplied
- * by the zoom and then clamped). Making sure we draw the
- * fewest pixels possible keeps everyone mostly happy (still
- * fails if we zoom in on one really huge pixel so that it
- * covers the entire screen).
- */
- glGetFloatv(GL_SCISSOR_BOX, scissor);
- draw_w = min_ii(img_w - off_x, ceil((scissor[2] - rast_x) / xzoom));
- draw_h = min_ii(img_h - off_y, ceil((scissor[3] - rast_y) / yzoom));
-
- if (draw_w > 0 && draw_h > 0) {
-
- int bound_options;
- GPU_BASIC_SHADER_DISABLE_AND_STORE(bound_options);
-
- /* Don't use safe RasterPos (slower) if we can avoid it. */
- if (rast_x >= 0 && rast_y >= 0) {
- glRasterPos2f(rast_x, rast_y);
- }
- else {
- glaRasterPosSafe2f(rast_x, rast_y, 0, 0);
- }
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, row_w);
- if (format == GL_LUMINANCE || format == GL_RED) {
- if (type == GL_FLOAT) {
- const float *f_rect = (float *)rect;
- glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y * row_w + off_x));
- }
- else if (type == GL_INT || type == GL_UNSIGNED_INT) {
- const int *i_rect = (int *)rect;
- glDrawPixels(draw_w, draw_h, format, type, i_rect + (off_y * row_w + off_x));
- }
- }
- else { /* RGBA */
- if (type == GL_FLOAT) {
- const float *f_rect = (float *)rect;
- glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y * row_w + off_x) * 4);
- }
- else if (type == GL_UNSIGNED_BYTE) {
- unsigned char *uc_rect = (unsigned char *) rect;
- glDrawPixels(draw_w, draw_h, format, type, uc_rect + (off_y * row_w + off_x) * 4);
- }
- }
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-
- GPU_BASIC_SHADER_ENABLE_AND_RESTORE(bound_options);
- }
-}
-
-/* uses either DrawPixelsSafe or DrawPixelsTex, based on user defined maximum */
-void glaDrawPixelsAuto_clipping(float x, float y, int img_w, int img_h,
- int format, int type, int zoomfilter, void *rect,
- float clip_min_x, float clip_min_y,
- float clip_max_x, float clip_max_y)
-{
- if (U.image_draw_method != IMAGE_DRAW_METHOD_DRAWPIXELS) {
- glColor4f(1.0, 1.0, 1.0, 1.0);
- glaDrawPixelsTex_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
- clip_min_x, clip_min_y, clip_max_x, clip_max_y);
- }
- else {
- glaDrawPixelsSafe(x, y, img_w, img_h, img_w, format, type, rect);
- }
-}
-
-void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect)
-{
- glaDrawPixelsAuto_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
- 0.0f, 0.0f, 0.0f, 0.0f);
-}
-
-/* TODO this is utterly slow and need some love
- * but in the meantime it's not using deprecated api */
+/* Use the currently bound shader.
+ *
+ * Use immDrawPixelsTexSetup to bind the shader you
+ * want before calling immDrawPixelsTex.
+ *
+ * If using a special shader double check it uses the same
+ * attributes "pos" "texCoord" and uniform "image".
+ *
+ * If color is NULL then use white by default
+ *
+ * Be also aware that this function unbinds the shader when
+ * it's finished.
+ * */
void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
int format, int type, int zoomfilter, void *rect,
float scaleX, float scaleY,
@@ -617,10 +429,11 @@ void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
int texid = get_cached_work_texture(&tex_w, &tex_h);
int components;
const bool use_clipping = ((clip_min_x < clip_max_x) && (clip_min_y < clip_max_y));
+ float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+
+ GLint unpack_row_length;
+ glGetIntegerv(GL_UNPACK_ROW_LENGTH, &unpack_row_length);
- /* Specify the color outside this function, and tex will modulate it.
- * This is useful for changing alpha without using glPixelTransferf()
- */
glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
glBindTexture(GL_TEXTURE_2D, texid);
@@ -670,9 +483,21 @@ void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
unsigned int pos = add_attrib(vert_format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
unsigned int texco = add_attrib(vert_format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
- immUniform4fv("color", color);
- immUniform1i("image", 0);
+ unsigned int program = glaGetOneInt(GL_CURRENT_PROGRAM);
+
+ /* This is needed for the OCIO case.
+ * Shader program is set outside of blender and
+ * we need it in imm module to do all attrib /
+ * uniform bindings. */
+
+ /* A program is already bound.
+ * set it in imm.bound_program to be able to use imm functions */
+ BLI_assert(program);
+ immBindProgram(program);
+
+ /* optionnal */
+ if (glGetUniformLocation(program, "color") != -1)
+ immUniform4fv("color", (color) ? color : white);
for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) {
for (subpart_x = 0; subpart_x < nsubparts_x; subpart_x++) {
@@ -744,7 +569,7 @@ void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
immUnbindProgram();
glBindTexture(GL_TEXTURE_2D, 0);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, unpack_row_length);
}
void immDrawPixelsTexScaled(float x, float y, int img_w, int img_h,
@@ -787,13 +612,18 @@ void glaDefine2DArea(rcti *screen_rect)
* Programming Guide, Appendix H, Correctness Tips.
*/
+#if 1 /* new style */
+ gpuOrtho2D(GLA_PIXEL_OFS, sc_w + GLA_PIXEL_OFS, GLA_PIXEL_OFS, sc_h + GLA_PIXEL_OFS);
+ gpuLoadIdentity();
+#else /* original */
glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
+ gpuLoadIdentity();
glOrtho(0.0, sc_w, 0.0, sc_h, -1, 1);
- glTranslatef(GLA_PIXEL_OFS, GLA_PIXEL_OFS, 0.0);
+ gpuTranslate2f(GLA_PIXEL_OFS, GLA_PIXEL_OFS);
glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ gpuLoadIdentity();
+#endif
}
/* TODO(merwin): put the following 2D code to use, or build new 2D code inspired & informd by it */
@@ -851,8 +681,8 @@ gla2DDrawInfo *glaBegin2DDraw(rcti *screen_rect, rctf *world_rect)
glGetIntegerv(GL_VIEWPORT, (GLint *)di->orig_vp);
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)di->orig_sc);
- glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *)di->orig_projmat);
- glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)di->orig_viewmat);
+ gpuGetProjectionMatrix3D(di->orig_projmat);
+ gpuGetModelViewMatrix3D(di->orig_viewmat);
di->screen_rect = *screen_rect;
if (world_rect) {
@@ -903,10 +733,8 @@ void glaEnd2DDraw(gla2DDrawInfo *di)
{
glViewport(di->orig_vp[0], di->orig_vp[1], di->orig_vp[2], di->orig_vp[3]);
glScissor(di->orig_vp[0], di->orig_vp[1], di->orig_vp[2], di->orig_vp[3]);
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(di->orig_projmat);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(di->orig_viewmat);
+ gpuLoadProjectionMatrix3D(di->orig_projmat);
+ gpuLoadMatrix3D(di->orig_viewmat);
MEM_freeN(di);
}
@@ -914,33 +742,6 @@ void glaEnd2DDraw(gla2DDrawInfo *di)
#endif /* UNUSED */
-/* Uses current OpenGL state to get view matrices for gluProject/gluUnProject */
-void bgl_get_mats(bglMats *mats)
-{
- const double badvalue = 1.0e-6;
-
- glGetDoublev(GL_MODELVIEW_MATRIX, mats->modelview);
- glGetDoublev(GL_PROJECTION_MATRIX, mats->projection);
- glGetIntegerv(GL_VIEWPORT, (GLint *)mats->viewport);
-
- /* Very strange code here - it seems that certain bad values in the
- * modelview matrix can cause gluUnProject to give bad results. */
- if (mats->modelview[0] < badvalue &&
- mats->modelview[0] > -badvalue)
- {
- mats->modelview[0] = 0;
- }
- if (mats->modelview[5] < badvalue &&
- mats->modelview[5] > -badvalue)
- {
- mats->modelview[5] = 0;
- }
-
- /* Set up viewport so that gluUnProject will give correct values */
- mats->viewport[0] = 0;
- mats->viewport[1] = 0;
-}
-
/* *************** glPolygonOffset hack ************* */
/**
@@ -957,8 +758,7 @@ void bglPolygonOffset(float viewdist, float dist)
// glPolygonOffset(-1.0, -1.0);
/* hack below is to mimic polygon offset */
- glMatrixMode(GL_PROJECTION);
- glGetFloatv(GL_PROJECTION_MATRIX, (float *)winmat);
+ gpuGetProjectionMatrix3D((float (*)[4])winmat);
/* dist is from camera to center point */
@@ -989,17 +789,13 @@ void bglPolygonOffset(float viewdist, float dist)
winmat[14] -= offs;
offset += offs;
-
- glLoadMatrixf(winmat);
- glMatrixMode(GL_MODELVIEW);
}
else {
- glMatrixMode(GL_PROJECTION);
winmat[14] += offset;
offset = 0.0;
- glLoadMatrixf(winmat);
- glMatrixMode(GL_MODELVIEW);
}
+
+ gpuLoadProjectionMatrix3D((const float (*)[4])winmat);
}
/* **** Color management helper functions for GLSL display/transform ***** */
@@ -1009,7 +805,8 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
ColorManagedViewSettings *view_settings,
ColorManagedDisplaySettings *display_settings,
float clip_min_x, float clip_min_y,
- float clip_max_x, float clip_max_y)
+ float clip_max_x, float clip_max_y,
+ float zoom_x, float zoom_y)
{
bool force_fallback = false;
bool need_fallback = true;
@@ -1046,8 +843,6 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
}
if (ok) {
- glColor4f(1.0, 1.0, 1.0, 1.0);
-
if (ibuf->rect_float) {
int format = 0;
@@ -1059,16 +854,18 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
BLI_assert(!"Incompatible number of channels for GLSL display");
if (format != 0) {
- glaDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, format, GL_FLOAT,
+ immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, format, GL_FLOAT,
zoomfilter, ibuf->rect_float,
- clip_min_x, clip_min_y, clip_max_x, clip_max_y);
+ clip_min_x, clip_min_y, clip_max_x, clip_max_y,
+ zoom_x, zoom_y, NULL);
}
}
else if (ibuf->rect) {
/* ibuf->rect is always RGBA */
- glaDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
+ immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
zoomfilter, ibuf->rect,
- clip_min_x, clip_min_y, clip_max_x, clip_max_y);
+ clip_min_x, clip_min_y, clip_max_x, clip_max_y,
+ zoom_x, zoom_y, NULL);
}
IMB_colormanagement_finish_glsl_draw();
@@ -1085,9 +882,11 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle);
if (display_buffer) {
- glaDrawPixelsAuto_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
- zoomfilter, display_buffer,
- clip_min_x, clip_min_y, clip_max_x, clip_max_y);
+ immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
+ zoomfilter, display_buffer,
+ clip_min_x, clip_min_y, clip_max_x, clip_max_y,
+ zoom_x, zoom_y, NULL);
}
IMB_display_buffer_release(cache_handle);
@@ -1096,10 +895,11 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
void glaDrawImBuf_glsl(ImBuf *ibuf, float x, float y, int zoomfilter,
ColorManagedViewSettings *view_settings,
- ColorManagedDisplaySettings *display_settings)
+ ColorManagedDisplaySettings *display_settings,
+ float zoom_x, float zoom_y)
{
glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings,
- 0.0f, 0.0f, 0.0f, 0.0f);
+ 0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y);
}
void glaDrawImBuf_glsl_ctx_clipping(const bContext *C,
@@ -1107,7 +907,8 @@ void glaDrawImBuf_glsl_ctx_clipping(const bContext *C,
float x, float y,
int zoomfilter,
float clip_min_x, float clip_min_y,
- float clip_max_x, float clip_max_y)
+ float clip_max_x, float clip_max_y,
+ float zoom_x, float zoom_y)
{
ColorManagedViewSettings *view_settings;
ColorManagedDisplaySettings *display_settings;
@@ -1115,12 +916,14 @@ void glaDrawImBuf_glsl_ctx_clipping(const bContext *C,
IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings,
- clip_min_x, clip_min_y, clip_max_x, clip_max_y);
+ clip_min_x, clip_min_y, clip_max_x, clip_max_y,
+ zoom_x, zoom_y);
}
-void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter)
+void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter,
+ float zoom_x, float zoom_y)
{
- glaDrawImBuf_glsl_ctx_clipping(C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f);
+ glaDrawImBuf_glsl_ctx_clipping(C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y);
}
void cpack(unsigned int x)
@@ -1131,7 +934,7 @@ void cpack(unsigned int x)
(((x) >> 16) & 0xFF));
}
-void glaDrawBorderCorners(const rcti *border, float zoomx, float zoomy)
+void immDrawBorderCorners(unsigned int pos, const rcti *border, float zoomx, float zoomy)
{
float delta_x = 4.0f * UI_DPI_FAC / zoomx;
float delta_y = 4.0f * UI_DPI_FAC / zoomy;
@@ -1140,30 +943,30 @@ void glaDrawBorderCorners(const rcti *border, float zoomx, float zoomy)
delta_y = min_ff(delta_y, border->ymax - border->ymin);
/* left bottom corner */
- glBegin(GL_LINE_STRIP);
- glVertex2f(border->xmin, border->ymin + delta_y);
- glVertex2f(border->xmin, border->ymin);
- glVertex2f(border->xmin + delta_x, border->ymin);
- glEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, border->xmin, border->ymin + delta_y);
+ immVertex2f(pos, border->xmin, border->ymin);
+ immVertex2f(pos, border->xmin + delta_x, border->ymin);
+ immEnd();
/* left top corner */
- glBegin(GL_LINE_STRIP);
- glVertex2f(border->xmin, border->ymax - delta_y);
- glVertex2f(border->xmin, border->ymax);
- glVertex2f(border->xmin + delta_x, border->ymax);
- glEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, border->xmin, border->ymax - delta_y);
+ immVertex2f(pos, border->xmin, border->ymax);
+ immVertex2f(pos, border->xmin + delta_x, border->ymax);
+ immEnd();
/* right bottom corner */
- glBegin(GL_LINE_STRIP);
- glVertex2f(border->xmax - delta_x, border->ymin);
- glVertex2f(border->xmax, border->ymin);
- glVertex2f(border->xmax, border->ymin + delta_y);
- glEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, border->xmax - delta_x, border->ymin);
+ immVertex2f(pos, border->xmax, border->ymin);
+ immVertex2f(pos, border->xmax, border->ymin + delta_y);
+ immEnd();
/* right top corner */
- glBegin(GL_LINE_STRIP);
- glVertex2f(border->xmax - delta_x, border->ymax);
- glVertex2f(border->xmax, border->ymax);
- glVertex2f(border->xmax, border->ymax - delta_y);
- glEnd();
+ immBegin(GL_LINE_STRIP, 3);
+ immVertex2f(pos, border->xmax - delta_x, border->ymax);
+ immVertex2f(pos, border->xmax, border->ymax);
+ immVertex2f(pos, border->xmax, border->ymax - delta_y);
+ immEnd();
}